Documente Academic
Documente Profesional
Documente Cultură
(Playstation)
Version 1.0
Features:
*Detailed information on 127 battles!
*Not-so-detailed information on another 110!
*At least one battle wholly ignored!
*The only FAQ covering all major battles!
*Obsessively thorough list of Warren Report updates!
*Painstakingly written in current English!
FAQ begun 09/2002
by Ryan Voytovich
pr_ at seanbaby dot com
Ogre Battle Episode VII
Let Us Cling Together
Released May 1998
Yasumi Matsuno owns you.
This FAQ wants to be viewed in Fixedsys, but any mono-spaced font'll
do. It was written for the Playstation English version, so you GBA
folks are way off base- you want Tactics Ogre: The Knight of Lodis.
Search for these headings to find what you want:
How to play the game
Making Training Suck Less
Battle Info
Chapter 1
Chapter 2L
Chapter 3L
Chapter 2C
Chapter 3C
Chapter 3N
Chapter 4
Chapter 4 Extras
Deneb Rhobe
Oxyones Lavin
Gunners and Ganb
Forbidden Power
Hell Gate
Recommended Reading Etc
The Larger Ogre Battle Story *SPOILERS*
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How to play the game
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By and large you'll run your army as you see fit. However, some
precepts would be ignored only by the foolish. You're not foolish, are
you?
0)Save Twice
Imagine how unutterably maddening it would be if you did an in-battle
save in Chapter 4, only to find out that whatever you did next, three
enemies would attack and kill Denim. That save would be useless, and
if it was your only save all your progress would be gone. Poof. Use
the top save slot for your in-battle saves and the second one for
safe saves (world map, just about to kill the last enemy on the floor
in Hell Gate).
1)Two healers, ASAP and always.
This one'll only happen when you hit Lv6 and can make Clerics, but
before then you can use Presance as one of them. Until you can get
Heal+, use one Cleric and Presance. When Heal+ becomes available,
use two Clerics. When Revivify is yours, use a Cleric and a Priest.
Olivia or Orias (chapter 3N) should be your Priest most of the time.
2)Two Archers, trained up to your level.
These ladies are great to have around, and if you get a few Warp
Rings from Hell Gate they become much better. Substitute Hawk Men or
Ninjas if you prefer an extra panel's movement over super-high
dexterity and agility. Note that regular bows often hit well outside
the shown range, especially if you have a height advantage. Even on
level ground they'll often connect with a target two panels outside
of the shown range. They suck, however, at shooting uphill even a
few levels- crossbows can perform that task well.
3)Haborym
Sure he takes mad damage, but that's only if the bad guys can hit
him. And they won't hit him often from the front, which is all
they'll see when you keep him at a distance and have him do what he
was born to: immobilize them. With Petrify (chaotic or neutral
routes) or Stun, he'll hit around 2/3 of the time when you get himand he gets better as he levels up! Haborym wins battles.
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Making Training Suck Less
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Around the end of Chapter 1 you'll be able to make Clerics out of L- or
N-aligned Amazons. This opens the door to much less tedious training
sessions. DO THIS. Thanks to Seigfried's FAQ for the basic idea.
1)Recruit 2 new L- or N-aligned Amazons. Don't equip them at all.
2)Train them, having them throw stones at your Lv6+ folks until
they're at Lv6 themselves.
3)Make them into a pair of Clerics. Give them each a Heal spell.
4)Train them against each other, one-on-one. No equipment. Set both
to computer control, and turn off all messages in the option menu.
All you have to do is clear the spell quote, which will only show up
once. Every 7-8 minutes your Clerics punch and heal is another
level for each of them. Keep them 14 or 15 levels ahead of your
real army (so you'll initially want them at Lv20-21). Once you get
there (about 110 mins), end the training. For heaven's sake, don't
sit there and watch the fight. Read if you must, or watch a
ballgame- just check the screen every 30 minutes or so to check
levels and make sure nobody's died (press Circle to interrupt the
computer and check levels).
5)Change your Clerics back into Amazons so they can go into water.
6)Now the fun. Go into training again, putting one powered-up Amazon
in the Denim spot on each team (front/center). Fill the other spots
with your army. Do this for both teams and you'll be training up to
eighteen characters quickly. Try to move your Amazons into water or
marshland to increase your army's chance of hitting them, then go to
town. Having your Amazons at too high a level will make the hit
rate around zero, while having the level too low will require more
than one hit to gain a level. Train your uber-Amazons (one-on-one)
accordingly. It should take two rounds or so to get your whole army
up one level, as one hit (rock/Heal/Incubus/etc.) will gain a level.
7)When you go into real battle, leave your SuperAmazons out. They'll
put the enemy forces at a higher level than you want. Usually,
\
-Chapter 3N---Chapter 4
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/
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Chapter 2C--Chapter 3C--
Chapter 1-
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
Chapter 1: Are you asking me to stain my hands?
Eleven necessary battles
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
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01: Griate City
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<G>Vice, Kachua
Enter the options menu as soon as you can and set it so you don't have
to hit X fifteen times to throw a rock. There's not much to this
battle.
<P>Choice
grunts here because the Knight rushes right in. If he gets a chance to
use his Cure50 item and run, though, this one gets a lot harder. The
Knight is much easier to hit than the Berzerker you just fought, so
shoot him dead. And save Sisteena. C'mon, it's not that tough.
<P>Choice
Choose "True peace" to be on the safe side, otherwise she might
not join you in Chapter 2C.
<P>Warren!
1 new News item
1 new Character: Sisteena
<P>Move
Though Fiduc is red, there's no battle here. Go ahead and be rude
to Lans if you want, there's no real consequence. Check that out!
They talk about Haborym!
<P>Warren!
1 new News item
1 new Character: Balzepho
1 new Miscellaneous item
<P>Move
Return to Amorika, where Ronway sends you out again- this time to
Baramus, where things get interesting.
<P>Shop
After the nice scene with Lans some new items and spells show up
at the shop, most notably the Spear.
<P>Warren!
2 new News items
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09: Bordo Lakeside
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<L>Knight Lexent Lv7
<G>Vice, Kachua
This level teems with baddies, including one annoying archer you'll
probably want to kill. Movement here and in the next map is awkward,
but at least it's still safe to clump your troops together. Waiting
the enemy out is a good strategy. Vice will run in and get them moving
so you can shoot them down as they stand on marshland. Either now or
very soon (when you're at Lv5 or Lv6), you'll be able to change classes
and diversify your army some. No more shiny blue helmets, sadly.
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10: Zodo Marsh
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<L>Beast Tamer Ganb Lv7
<G>Vice, Kachua
The quickest way out of this one is to pick a Gryphon and get its HP
low- 22HP worked for me. Ganb'll freak out and the battle's over.
<P>Warren!
1 new Character: Ganb
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11: Baramus City (1)
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<G>Vice, Kachua
You're set up in the north, which is the perfect place to be on this
map. Huge height advantage. Canopus with his spear and maybe another
fighter or two can go down about halfway and mop up the arrow-damaged
Soldiers. Keep everyone's HP up, though.
<P>Choice
This is where you'll pick between Chapters 2L and 2C. Butcher the
innocents and you're lawful (2L). Spare them and you're chaotic
(2C).
Chapter 2L--Chapter 3L-/
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Chapter 1-Chapter 3N---Chapter 4
\
/
/
Chapter 2C--Chapter 3C-<P>This is a multi-battle area, so no training/healing/shopping.
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12: Baramus City (2)
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<G>Kachua
<T>9S 3W from NE
Either way you chose you fight this battle (Denim's still classified as
neutral til the end of it). Vice gets a new character portrait and
you're in a very bad place- in the south of the same map you fought in
last time. This time, all you can do is slog your way up through the
arrows and magic of the enemy. Bring a couple folks with the Heal
spell, so along with Kachua your HP should be secure. Attack one enemy
at a time and you'll win no problem. You should win the Heal and Clear
staves after this fight. They're not as useful as they seem, but they
are a little better than Cedar staves. As you might have seen the
enemy doing, use them as an item to get their special effects.
<P>FAQ
This document continues with the lawful route. If you chose
chaotic, search for the characters (not the first 5 spaces) on the
following line, including the colon.
Chapter 2C:
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
Chapter 2L: Nobody should blame me
Eleven necessary battles
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
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13: Baramus City (3)
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<G>Kachua
<T>3N 8E from SW (must fly/teleport)
Same city, new map. You're thrown directly into this one when chapter
2L starts, so I hope you weren't counting on training (your HP are
filled, though). 5 enemies have flying 6-square movement (the 3
Hawk Men & 2 Gryphons), so though it looks like you have some time to
concentrate on the dragon, you don't. This dragon is a huge pain, what
with his "stunning your characters every turn" and all. His defense
and evade are huge too, so he should probably be your first priority.
If you start Canopus in the center/front square that Denim occupies by
default, your chicken man can hit the dragon on his first turn
(assuming your chicken man still has his spear). The flying enemies
tend to all go at the same time, and they gang up 4-to-1 on anyone
you've left alone. For your life, stick together. Oh, and I think God
didn't like me choosing the lawful route, because I missed a 98% shot
AND a 100% shot in this one- both clear shots from higher ground. Grr.
<P>Warren!
3 new News items
2 Character updates: Denim, Vice
4 new Miscellaneous items
<P>Shop
You can buy some new spells and items, most notably the 2-handed
Great bow.
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14: Zodo Marsh
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<L>Wizard Galva Lv10
<G>Kachua
That battle with Ganb in this marsh, that was way too easy, right?
Here's payback. All six of the wizard's buddies carry Great bows.
Thankfully they have zero knowledge of the joy of flanking maneuvers,
so they shoot at you head-on, usually with a ~50% hit rate. You should
stay on grassy squares in the south or, if you're daring, the middle.
The grunts in this level pay for their bows by having bad defense, so
if you withstand their first volley you'll be able to kill a couple
before they shoot again, and the worst will be behind you.
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15: Ashton City
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<L>Cleric Nadia Lv10
<G>Kachua
With her opening speech, I get to thinking I'm the bad guy now. I just
saw what had to be done and did it! They don't understand, the
idealistic wretches. Kill them. The tactical key to this one is to
hold the passes. The house east of your start position has two onepanel wide routes around it. Place one character that can take some
punishment (Canopus, a Berzerker, a <shudder> Knight) at the mouth of
these paths and you'll block their advance. With archers, healers,
mages, ninjas etc. safe behind the front, you'll be able to destroy the
enemy one by one. Look out for the trio of Witches, though. They stay
out of harm's way and poison/charm/stun you. At least their success
rates are low. The leader is selfless, and will heal others before
herself. Take advantage of this. Lure her in and destroy her.